Hi guys!
I'm trying to put together some tips when it comes to setting up buckets in V-ray for 3ds Max. I run a lot of tests and during the process, some questions emerged.
- Is there any algorithm or a rule for when exactly dynamic buckets splitting is turned on? I mean when the buckets start to be divided into smaller ones.
- Which kind of assets are loaded to memory per bucket (especially with BF+BF) rendering?
- What is the real maximum bucket size for V-Ray? I tried with 1024 and it was automatically rounded to 1000, but I noticed that it didn't render as 1000x1000 for sure it looked rather like 500x500. I rendered 6Kx6K still image.
- If I have a scene that consists only a plane with 3D displacement applied, "static geometry" used and it takes let's say 60GB from 126 GB on the computer, is the geometry data loaded again to the buckets themselves before rendering this particular bucket?
If someone would like to help me with finding answers for these questions it would be great.
I'm trying to put together some tips when it comes to setting up buckets in V-ray for 3ds Max. I run a lot of tests and during the process, some questions emerged.
- Is there any algorithm or a rule for when exactly dynamic buckets splitting is turned on? I mean when the buckets start to be divided into smaller ones.
- Which kind of assets are loaded to memory per bucket (especially with BF+BF) rendering?
- What is the real maximum bucket size for V-Ray? I tried with 1024 and it was automatically rounded to 1000, but I noticed that it didn't render as 1000x1000 for sure it looked rather like 500x500. I rendered 6Kx6K still image.
- If I have a scene that consists only a plane with 3D displacement applied, "static geometry" used and it takes let's say 60GB from 126 GB on the computer, is the geometry data loaded again to the buckets themselves before rendering this particular bucket?
If someone would like to help me with finding answers for these questions it would be great.
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